Out of the Abyss

(Jeff_L) #1
DARKLAKE TERRAIN ENCOUNTERS
-pecial terrain rules are explained after the table.

DARKLAKE TERRAIN ENCOUNTERS
dlO Terrain
Collision
2 Falls or locks
3 Island
4 Low ceiling
5 Rockfall
6 Rough current
7 Run aground
8 Stone teeth
9 Tight passage
10 Whirlpool

COLLISION
Ih1s terrain encounter occurs only if one or more party
C"embers are traveling by raft or boat. and there's a



  • rong current. Have everyone aboard the vessel make
    ~C 13 group Dexterity check to avoid hitting a wall or
    er large obstacle directly ahead.lf the group check


succeeds, the collis ion is avoided. Otherwise, the vessel
takes 2dl0 bludgeoning damage from the collision, and
everyone aboard must succeed on a DC 10 Strength or
Dexterity saving throw to avoid falling overboard.

FALLS OR LOCKS
Any character with a passive Wisdom (Perception)
score of 12 or better can hear the roar of a waterfall
ahead. A successful DC 14 group Strength {Athletics)
check is necessary to steer or swim away from the
falls. Otherwise. the characters go over. falling ld6 x
10 feet into a pool or river ld6 x 5 feet deep. A creature
swept over the falls must succeed on a DC 11 Dexterity
saving throw or take ld6 bludgeoning damage per 10
feet fallen. A successful save indicates that the creature
avoids a hard landing in the water below.
There is a 50 percent chance that any waterfall area
contains a duergar-built lock designed to traverse it,
in which case there is no risk of going over the falls. It
takes a successful DC 111ntelligence (Investigation)
check to figure out how to operate the lock. Once a lock
is opened, it takes I hour for the water level to lower so
the party can proceed.

CHAPTER. 3 I T H E DARKI.AKE
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